Kharadron Overlords – Arkanaut Company
4"
1
4+
6
WARSCROLL

Arkanaut Company

The backbone of the Kharadron airfleets are the Arkanaut Companies. These grizzled privateers crew the sky-ports’ vessels, and are armed with a variety of aether-powered firearms and deck tools with which to repel boarders or take the fight to the enemy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Privateer Pistol
Privateer Pistol9"24+4+-1
Aethermatic Volley Gun
Aethermatic Volley Gun12"65+4+-11
Light Skyhook
Light Skyhook18"14+3+-2D3
Aetherflare Pistol
Aetherflare Pistol9"24+3+-1
Volley Pistol
Volley Pistol9"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arkanaut Cutter
Arkanaut Cutter1"14+4+-1
Gun Butt
Gun Butt1"14+5+-1
Skypike
Skypike2"24+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 10 - 40      Points: 90
Battlefield Role: Battleline

DESCRIPTION

An Arkanaut Company has any number of models, each armed with a Privateer Pistol and Arkanaut Cutter.

1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with an Aethermatic Volley Gun and Gun Butt; 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Light Skyhook and Gun Butt; and 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Skypike.

COMPANY CAPTAIN: 1 model in this unit can be a Company Captain. That model is armed with an Aetherflare Pistol or Volley Pistol instead of a Privateer Pistol.

ABILITIES

Glory-seekers: All of the warriors that make up an Arkanaut Company are eager to win recognition for daring deeds.
You can re-roll battleshock tests for this unit while it is wholly within 9" of an objective, and add 1 to hit rolls for attacks made by this unit while it is wholly within 9" of an objective. This ability cannot be used if this unit is part of a garrison.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARER, MARINE, ARKANAUT COMPANY
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The MARINE keyword is used in following Kharadron Overlords warscrolls:

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2020